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Archmage Rises

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Dev Blog

Thomas Henshell
August 10, 2019

Update #100: The Studio

Thomas Henshell
August 10, 2019
Update #100: The Studio

In this special 100th episode I’m joined by Neil of Pixel Light Games. Today I reveal some of the bigger things that have been in the works since April and how the hiring of Daniel fits into a larger plan.

1 Comment
Thomas Henshell
July 21, 2019

Update #99: Generating Believable 3d Dungeons with AI

Thomas Henshell
July 21, 2019
Update #99: Generating Believable 3d Dungeons with AI

This week’s update is the presentation I gave at CGDC in Portland, OR Jul 18 2019. I dive into the unique design constraints of Archmage Rise’s procedural dungeons, the prototypes and processes attempting to meet those requirements, and how, now, the technology differs from other algorithms of the past.

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Thomas Henshell
July 5, 2019

Update #98: 3D Dungeon Interaction, Lighting, Materials

Thomas Henshell
July 5, 2019
Update #98: 3D Dungeon Interaction, Lighting, Materials

This week we show off the new lighting, texturing, and interaction of the 3d dungeons. This is the baseline from which we can now expand into new areas of interaction.

3 Comments
Thomas Henshell
June 21, 2019

How to Write a Use Case

Thomas Henshell
June 21, 2019
How to Write a Use Case

Someone asked in a game dev facebook group: How do you approach complex programming logic before you begin?

I throw on my systems analyst hat and describe the process that has been helpful to me over the years.

3 Comments
Thomas Henshell
June 21, 2019

Update #97: Integrating Procedural Dungeons Into Game

Thomas Henshell
June 21, 2019
Update #97: Integrating Procedural Dungeons Into Game

Since the last update, I celebrated my 20th wedding anniversary and Daniel completed his training regiment. Daniel then started working on integrating the 3D dungeons tech into the main game while I focus on content for the dungeons. A pattern we hope will continue!

7 Comments
Thomas Henshell
June 1, 2019

Update #96: Procedural Dungeon Decoration

Thomas Henshell
June 1, 2019
Update #96: Procedural Dungeon Decoration

This week Nic and I dive into how the 3D dungeons are coming along, and specifically how the game AI will decorate and display rooms based on Theme and Purpose.

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Thomas Henshell
May 18, 2019

Update #95: Meet Daniel!

Thomas Henshell
May 18, 2019
Update #95: Meet Daniel!

Meet Daniel. The first full time local team member on Archmage Rises. Daniel is here to write code and chew bubblegum. And he’s allllll out of gum.

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Thomas Henshell
May 11, 2019

Update #94: Hiring Update

Thomas Henshell
May 11, 2019
Update #94: Hiring Update

Last update I had the notion of hiring a grad to help out on the programming. I’ve talked with various government agencies and interviewed several candidates.

6 Comments
Thomas Henshell
April 27, 2019

Update #93: Dungeons & Lore

Thomas Henshell
April 27, 2019
Update #93: Dungeons & Lore

In this update I cover three important topics: First, putting to practice some of the realizations from the break. Second progress on the 3d Dungeon Generator. Third, progress on the Lore and fantasy in the world of Vaelun, the setting for Archmage Rises

Joining me this week is longtime friend and follower of Archmage Rises, Neil!

5 Comments
Thomas Henshell
April 13, 2019

Update #92: 10 Realizations from a Purpose Driven Break

Thomas Henshell
April 13, 2019
Update #92: 10 Realizations from a Purpose Driven Break

On Mar 16 I stopped working on Archmage Rises. I took a purpose driven break to rediscover my motivation. Here are 10 realizations that came from walking away.

5 Comments
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